mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-17 07:18:37 +00:00
Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)
This commit is contained in:
+51
-51
@@ -153,7 +153,7 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
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in_npc->GetDeity(),in_npc->GetLevel(),in_npc->GetNPCTypeID(),in_npc->GetSize(),0,
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in_npc->GetPosition(), in_npc->GetInnateLightType(), in_npc->GetTexture(),in_npc->GetHelmTexture(),
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0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,EQEmu::TintProfile(),0xff,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,EQ::TintProfile(),0xff,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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(*in_npctypedata)->use_model, false),
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corpse_decay_timer(in_decaytime),
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corpse_rez_timer(0),
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@@ -245,7 +245,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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client->GetPP().drakkin_heritage, // uint32 in_drakkin_heritage,
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client->GetPP().drakkin_tattoo, // uint32 in_drakkin_tattoo,
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client->GetPP().drakkin_details, // uint32 in_drakkin_details,
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EQEmu::TintProfile(), // uint32 in_armor_tint[_MaterialCount],
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EQ::TintProfile(), // uint32 in_armor_tint[_MaterialCount],
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0xff, // uint8 in_aa_title,
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0, // uint8 in_see_invis, // see through invis
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0, // uint8 in_see_invis_undead, // see through invis vs. undead
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@@ -273,7 +273,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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int i;
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PlayerProfile_Struct *pp = &client->GetPP();
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EQEmu::ItemInstance *item = nullptr;
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EQ::ItemInstance *item = nullptr;
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/* Check if Zone has Graveyard First */
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if(!zone->HasGraveyard()) {
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@@ -325,7 +325,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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// cash
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// Let's not move the cash when 'RespawnFromHover = true' && 'client->GetClientVersion() < EQClientSoF' since the client doesn't.
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// (change to first client that supports 'death hover' mode, if not SoF.)
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if (!RuleB(Character, RespawnFromHover) || client->ClientVersion() < EQEmu::versions::ClientVersion::SoF) {
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if (!RuleB(Character, RespawnFromHover) || client->ClientVersion() < EQ::versions::ClientVersion::SoF) {
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SetCash(pp->copper, pp->silver, pp->gold, pp->platinum);
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pp->copper = 0;
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pp->silver = 0;
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@@ -344,7 +344,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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// ..then regress and process invslot::EQUIPMENT_BEGIN through invslot::EQUIPMENT_END...
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// without additional work to database loading of player corpses, this order is not
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// currently preserved and a re-work of this processing loop is not warranted.
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for (i = EQEmu::invslot::POSSESSIONS_BEGIN; i <= EQEmu::invslot::POSSESSIONS_END; ++i) {
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for (i = EQ::invslot::POSSESSIONS_BEGIN; i <= EQ::invslot::POSSESSIONS_END; ++i) {
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item = client->GetInv().GetItem(i);
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if (item == nullptr) { continue; }
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@@ -402,7 +402,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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Save();
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}
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void Corpse::MoveItemToCorpse(Client *client, EQEmu::ItemInstance *inst, int16 equipSlot, std::list<uint32> &removedList)
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void Corpse::MoveItemToCorpse(Client *client, EQ::ItemInstance *inst, int16 equipSlot, std::list<uint32> &removedList)
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{
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AddItem(
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inst->GetItem()->ID,
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@@ -420,10 +420,10 @@ void Corpse::MoveItemToCorpse(Client *client, EQEmu::ItemInstance *inst, int16 e
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while (true) {
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if (!inst->IsClassBag()) { break; }
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if (equipSlot < EQEmu::invslot::GENERAL_BEGIN || equipSlot > EQEmu::invslot::slotCursor) { break; }
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if (equipSlot < EQ::invslot::GENERAL_BEGIN || equipSlot > EQ::invslot::slotCursor) { break; }
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for (int16 sub_index = EQEmu::invbag::SLOT_BEGIN; sub_index <= EQEmu::invbag::SLOT_END; ++sub_index) {
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int16 real_bag_slot = EQEmu::InventoryProfile::CalcSlotId(equipSlot, sub_index);
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for (int16 sub_index = EQ::invbag::SLOT_BEGIN; sub_index <= EQ::invbag::SLOT_END; ++sub_index) {
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int16 real_bag_slot = EQ::InventoryProfile::CalcSlotId(equipSlot, sub_index);
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auto bag_inst = client->GetInv().GetItem(real_bag_slot);
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if (bag_inst == nullptr) { continue; }
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@@ -485,7 +485,7 @@ in_helmtexture,
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0,
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0,
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0,
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EQEmu::TintProfile(),
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EQ::TintProfile(),
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0xff,
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0,
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0,
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@@ -722,8 +722,8 @@ ServerLootItem_Struct* Corpse::GetItem(uint16 lootslot, ServerLootItem_Struct**
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}
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}
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if (sitem && bag_item_data && EQEmu::InventoryProfile::SupportsContainers(sitem->equip_slot)) {
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int16 bagstart = EQEmu::InventoryProfile::CalcSlotId(sitem->equip_slot, EQEmu::invbag::SLOT_BEGIN);
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if (sitem && bag_item_data && EQ::InventoryProfile::SupportsContainers(sitem->equip_slot)) {
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int16 bagstart = EQ::InventoryProfile::CalcSlotId(sitem->equip_slot, EQ::invbag::SLOT_BEGIN);
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cur = itemlist.begin();
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end = itemlist.end();
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@@ -777,8 +777,8 @@ void Corpse::RemoveItem(ServerLootItem_Struct* item_data)
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is_corpse_changed = true;
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itemlist.erase(iter);
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uint8 material = EQEmu::InventoryProfile::CalcMaterialFromSlot(sitem->equip_slot); // autos to unsigned char
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if (material != EQEmu::textures::materialInvalid)
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uint8 material = EQ::InventoryProfile::CalcMaterialFromSlot(sitem->equip_slot); // autos to unsigned char
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if (material != EQ::textures::materialInvalid)
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SendWearChange(material);
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UpdateEquipmentLight();
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@@ -1061,9 +1061,9 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
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if (pkitem->RecastDelay)
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pkinst->SetRecastTimestamp(timestamps.count(pkitem->RecastType) ? timestamps.at(pkitem->RecastType) : 0);
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LogInventory("MakeLootRequestPackets() Slot [{}], Item [{}]", EQEmu::invslot::CORPSE_BEGIN, pkitem->Name);
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LogInventory("MakeLootRequestPackets() Slot [{}], Item [{}]", EQ::invslot::CORPSE_BEGIN, pkitem->Name);
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client->SendItemPacket(EQEmu::invslot::CORPSE_BEGIN, pkinst, ItemPacketLoot);
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client->SendItemPacket(EQ::invslot::CORPSE_BEGIN, pkinst, ItemPacketLoot);
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safe_delete(pkinst);
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}
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else {
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@@ -1076,7 +1076,7 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
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return;
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}
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auto loot_slot = EQEmu::invslot::CORPSE_BEGIN;
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auto loot_slot = EQ::invslot::CORPSE_BEGIN;
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auto corpse_mask = client->GetInv().GetLookup()->CorpseBitmask;
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for (auto item_data : itemlist) {
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@@ -1085,17 +1085,17 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
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item_data->lootslot = 0xFFFF;
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// align server and client corpse slot mappings so translators can function properly
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while (loot_slot <= EQEmu::invslot::CORPSE_END && (((uint64)1 << loot_slot) & corpse_mask) == 0)
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while (loot_slot <= EQ::invslot::CORPSE_END && (((uint64)1 << loot_slot) & corpse_mask) == 0)
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++loot_slot;
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if (loot_slot > EQEmu::invslot::CORPSE_END)
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if (loot_slot > EQ::invslot::CORPSE_END)
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continue;
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if (IsPlayerCorpse()) {
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if (loot_request_type == LootRequestType::AllowedPVPSingle && loot_slot != EQEmu::invslot::CORPSE_BEGIN)
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if (loot_request_type == LootRequestType::AllowedPVPSingle && loot_slot != EQ::invslot::CORPSE_BEGIN)
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continue;
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if (item_data->equip_slot < EQEmu::invslot::POSSESSIONS_BEGIN || item_data->equip_slot > EQEmu::invslot::POSSESSIONS_END)
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if (item_data->equip_slot < EQ::invslot::POSSESSIONS_BEGIN || item_data->equip_slot > EQ::invslot::POSSESSIONS_END)
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continue;
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}
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@@ -1130,7 +1130,7 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
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// This is required for the 'Loot All' feature to work for SoD clients. I expect it is to tell the client that the
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// server has now sent all the items on the corpse.
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if (client->ClientVersion() >= EQEmu::versions::ClientVersion::SoD)
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if (client->ClientVersion() >= EQ::versions::ClientVersion::SoD)
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SendLootReqErrorPacket(client, LootResponse::LootAll);
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}
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@@ -1202,8 +1202,8 @@ void Corpse::LootItem(Client *client, const EQApplicationPacket *app)
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return;
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}
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const EQEmu::ItemData *item = nullptr;
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EQEmu::ItemInstance *inst = nullptr;
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const EQ::ItemData *item = nullptr;
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EQ::ItemInstance *inst = nullptr;
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ServerLootItem_Struct *item_data = nullptr, *bag_item_data[10] = {};
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memset(bag_item_data, 0, sizeof(bag_item_data));
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@@ -1244,8 +1244,8 @@ void Corpse::LootItem(Client *client, const EQApplicationPacket *app)
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}
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if (inst->IsAugmented()) {
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for (int i = EQEmu::invaug::SOCKET_BEGIN; i <= EQEmu::invaug::SOCKET_END; i++) {
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EQEmu::ItemInstance *itm = inst->GetAugment(i);
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for (int i = EQ::invaug::SOCKET_BEGIN; i <= EQ::invaug::SOCKET_END; i++) {
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EQ::ItemInstance *itm = inst->GetAugment(i);
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if (itm) {
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if (client->CheckLoreConflict(itm->GetItem())) {
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client->MessageString(Chat::White, LOOT_LORE_ERROR);
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@@ -1265,7 +1265,7 @@ void Corpse::LootItem(Client *client, const EQApplicationPacket *app)
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snprintf(buf, 87, "%d %d %s", inst->GetItem()->ID, inst->GetCharges(),
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EntityList::RemoveNumbers(q_corpse_name));
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buf[87] = '\0';
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std::vector<EQEmu::Any> args;
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std::vector<EQ::Any> args;
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args.push_back(inst);
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args.push_back(this);
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if (parse->EventPlayer(EVENT_LOOT, client, buf, 0, &args) != 0) {
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@@ -1300,10 +1300,10 @@ void Corpse::LootItem(Client *client, const EQApplicationPacket *app)
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/* First add it to the looter - this will do the bag contents too */
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if (lootitem->auto_loot > 0) {
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if (!client->AutoPutLootInInventory(*inst, true, true, bag_item_data))
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client->PutLootInInventory(EQEmu::invslot::slotCursor, *inst, bag_item_data);
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client->PutLootInInventory(EQ::invslot::slotCursor, *inst, bag_item_data);
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}
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else {
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client->PutLootInInventory(EQEmu::invslot::slotCursor, *inst, bag_item_data);
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client->PutLootInInventory(EQ::invslot::slotCursor, *inst, bag_item_data);
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}
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/* Update any tasks that have an activity to loot this item */
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@@ -1322,7 +1322,7 @@ void Corpse::LootItem(Client *client, const EQApplicationPacket *app)
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/* Remove Bag Contents */
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if (item->IsClassBag() && (GetPlayerKillItem() != -1 || GetPlayerKillItem() != 1)) {
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for (int i = EQEmu::invbag::SLOT_BEGIN; i <= EQEmu::invbag::SLOT_END; i++) {
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for (int i = EQ::invbag::SLOT_BEGIN; i <= EQ::invbag::SLOT_END; i++) {
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if (bag_item_data[i]) {
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/* Delete needs to be before RemoveItem because its deletes the pointer for
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* item_data/bag_item_data */
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@@ -1340,8 +1340,8 @@ void Corpse::LootItem(Client *client, const EQApplicationPacket *app)
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}
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/* Send message with item link to groups and such */
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EQEmu::SayLinkEngine linker;
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linker.SetLinkType(EQEmu::saylink::SayLinkItemInst);
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EQ::SayLinkEngine linker;
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linker.SetLinkType(EQ::saylink::SayLinkItemInst);
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linker.SetItemInst(inst);
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linker.GenerateLink();
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@@ -1400,7 +1400,7 @@ void Corpse::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
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ns->spawn.NPC = 2;
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UpdateActiveLight();
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ns->spawn.light = m_Light.Type[EQEmu::lightsource::LightActive];
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ns->spawn.light = m_Light.Type[EQ::lightsource::LightActive];
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}
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void Corpse::QueryLoot(Client* to) {
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@@ -1417,12 +1417,12 @@ void Corpse::QueryLoot(Client* to) {
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ServerLootItem_Struct* sitem = *cur;
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if (IsPlayerCorpse()) {
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if (sitem->equip_slot >= EQEmu::invbag::GENERAL_BAGS_BEGIN && sitem->equip_slot <= EQEmu::invbag::CURSOR_BAG_END)
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if (sitem->equip_slot >= EQ::invbag::GENERAL_BAGS_BEGIN && sitem->equip_slot <= EQ::invbag::CURSOR_BAG_END)
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sitem->lootslot = 0xFFFF;
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else
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x < corpselootlimit ? sitem->lootslot = x : sitem->lootslot = 0xFFFF;
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const EQEmu::ItemData* item = database.GetItem(sitem->item_id);
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const EQ::ItemData* item = database.GetItem(sitem->item_id);
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if (item)
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to->Message((sitem->lootslot == 0xFFFF), "LootSlot: %i (EquipSlot: %i) Item: %s (%d), Count: %i", static_cast<int16>(sitem->lootslot), sitem->equip_slot, item->Name, item->ID, sitem->charges);
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@@ -1436,7 +1436,7 @@ void Corpse::QueryLoot(Client* to) {
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}
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else {
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sitem->lootslot=y;
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const EQEmu::ItemData* item = database.GetItem(sitem->item_id);
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const EQ::ItemData* item = database.GetItem(sitem->item_id);
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if (item)
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to->Message(Chat::White, "LootSlot: %i Item: %s (%d), Count: %i", sitem->lootslot, item->Name, item->ID, sitem->charges);
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@@ -1540,11 +1540,11 @@ void Corpse::Spawn() {
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uint32 Corpse::GetEquippedItemFromTextureSlot(uint8 material_slot) const {
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int16 invslot;
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if (material_slot > EQEmu::textures::LastTexture) {
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if (material_slot > EQ::textures::LastTexture) {
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return 0;
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}
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invslot = EQEmu::InventoryProfile::CalcSlotFromMaterial(material_slot);
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invslot = EQ::InventoryProfile::CalcSlotFromMaterial(material_slot);
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if(invslot == INVALID_INDEX) // GetWornItem() should be returning a 0 for any invalid index...
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return 0;
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@@ -1552,9 +1552,9 @@ uint32 Corpse::GetEquippedItemFromTextureSlot(uint8 material_slot) const {
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}
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uint32 Corpse::GetEquipmentColor(uint8 material_slot) const {
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const EQEmu::ItemData *item = nullptr;
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const EQ::ItemData *item = nullptr;
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if (material_slot > EQEmu::textures::LastTexture) {
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if (material_slot > EQ::textures::LastTexture) {
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return 0;
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}
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@@ -1568,23 +1568,23 @@ uint32 Corpse::GetEquipmentColor(uint8 material_slot) const {
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void Corpse::UpdateEquipmentLight()
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{
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m_Light.Type[EQEmu::lightsource::LightEquipment] = 0;
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m_Light.Level[EQEmu::lightsource::LightEquipment] = 0;
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m_Light.Type[EQ::lightsource::LightEquipment] = 0;
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m_Light.Level[EQ::lightsource::LightEquipment] = 0;
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for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) {
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if ((*iter)->equip_slot < EQEmu::invslot::EQUIPMENT_BEGIN || (*iter)->equip_slot > EQEmu::invslot::EQUIPMENT_END) { continue; }
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if ((*iter)->equip_slot == EQEmu::invslot::slotAmmo) { continue; }
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if ((*iter)->equip_slot < EQ::invslot::EQUIPMENT_BEGIN || (*iter)->equip_slot > EQ::invslot::EQUIPMENT_END) { continue; }
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if ((*iter)->equip_slot == EQ::invslot::slotAmmo) { continue; }
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auto item = database.GetItem((*iter)->item_id);
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if (item == nullptr) { continue; }
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if (EQEmu::lightsource::IsLevelGreater(item->Light, m_Light.Type[EQEmu::lightsource::LightEquipment]))
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m_Light.Type[EQEmu::lightsource::LightEquipment] = item->Light;
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if (EQ::lightsource::IsLevelGreater(item->Light, m_Light.Type[EQ::lightsource::LightEquipment]))
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m_Light.Type[EQ::lightsource::LightEquipment] = item->Light;
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}
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uint8 general_light_type = 0;
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for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) {
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if ((*iter)->equip_slot < EQEmu::invslot::GENERAL_BEGIN || (*iter)->equip_slot > EQEmu::invslot::GENERAL_END) { continue; }
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if ((*iter)->equip_slot < EQ::invslot::GENERAL_BEGIN || (*iter)->equip_slot > EQ::invslot::GENERAL_END) { continue; }
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auto item = database.GetItem((*iter)->item_id);
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if (item == nullptr) { continue; }
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@@ -1592,14 +1592,14 @@ void Corpse::UpdateEquipmentLight()
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if (!item->IsClassCommon()) { continue; }
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if (item->Light < 9 || item->Light > 13) { continue; }
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if (EQEmu::lightsource::TypeToLevel(item->Light))
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if (EQ::lightsource::TypeToLevel(item->Light))
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general_light_type = item->Light;
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}
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if (EQEmu::lightsource::IsLevelGreater(general_light_type, m_Light.Type[EQEmu::lightsource::LightEquipment]))
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m_Light.Type[EQEmu::lightsource::LightEquipment] = general_light_type;
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if (EQ::lightsource::IsLevelGreater(general_light_type, m_Light.Type[EQ::lightsource::LightEquipment]))
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m_Light.Type[EQ::lightsource::LightEquipment] = general_light_type;
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m_Light.Level[EQEmu::lightsource::LightEquipment] = EQEmu::lightsource::TypeToLevel(m_Light.Type[EQEmu::lightsource::LightEquipment]);
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m_Light.Level[EQ::lightsource::LightEquipment] = EQ::lightsource::TypeToLevel(m_Light.Type[EQ::lightsource::LightEquipment]);
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}
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void Corpse::AddLooter(Mob* who) {
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